Thursday, 28 March 2013

NeoQuest 2 Rohane Skills.

What's up everyone? This is my NQII guide! Here I will discuss
characters, their skills, and what weapons/armor they might have late
game.A Note About Skills
A skill is considered maxed at level 15, and cannot
go higher than that. Having more than 15 in a skill does nothing to it –
don't think that having 15 in damage increase and another 2 from his
sword will make Rohane hit harder, in this case the game considers that
Rohane has 15 skills in damage increase, and the extra 2 from the
sword go to waste. If you are not convinced, then put 15 points in
Mipsy's direct damage and get a wand that gives her +2 to direct damage,
Mipsy will still only deal 100 damage.
What if you only had 13 in a skill, and a weapon
gave you +2, giving you 15 points in that skill without actually
spending 15 points there (only 13 here, but in some situations you can
save up to 5 points)...understand? If you plan ahead and see what
equipment you might have late game and adjust your skills accordingly,
you can have 5 skills maxed out by the time you fight Terask II.Rohane
You start out with Rohane, a white blumaroo. He is
the group's "knight" as he has the highest life in the game, the best
armor and the most damaging sword, making him very well suited for his
role, through his skills Rohane can move faster, resist magic and use
many moves to cripple the enemy.
Although unable to target more than one enemy at a
time, and being rather weak at the start of the game, Rohane becomes the
most damaging character by the end of the game.Rohane 's SkillsCritical Attacks (passive)
Grants Rohane a chance to deal extra damage on one of
his attacks, putting more points in this increases the chance to
critical. A widely used skill, very powerful, works on all enemies and
has a very high chance to critical late game - you can easily get two or
three criticals in a row late game.
However, CA is not affected by Rohane's Damage increase
skill, so increasing both at the same time is not the best idea, you
should probably increase this skill with Rohane's stunning strike early
in the game, giving you a chance to trigger one of two very useful
abilities.
Conclusion: put 11 points in this, the last three swords all give 2-3 points to this skill.Damage Increase (passive)
You can pretty much guess what this skill does from its
name. DA is a great skill; it increases your damage by a certain
percentage, but its best to put points here late in chapter three,
because your attacks won't hurt much before that. Please note that
Rohane 's damage increases with his level and by using better swords, so
even if you don't put points here, his damage will still increase.
Don't think this is the only way to increase it. DA does not increase
critical attacks damage, it just increases your damage with normal
attacks and stunning hits.
Conclusion: put 12 points in this, since the last three swords give 1-3 points to this.

Combat Focus (has to be activated)
An activatable skill that grants Rohane increased defense but reduces
his attack damage. I don't like this move, it reduces Rohane s damage
too much and the increase to defense too little. Not only that it only
affects his physical defense, magic attacks hit him normally. This move
also reduces CA's damage, bad deal overall...
Conclusion: I recommend you avoid this, has very little use.Stunning Strikes (passive)
This ability grants Rohane a chance to stun his opponents for up to
five seconds, putting more points here increases the chance for it to
stun. I love this move, it's very helpful throughout the game on all
difficulties, it has a good chance to activate (but lower than CA) and
is the longest stunning move in the game. As much as I love this move
however, it has one flaw, it is resisted by Terask 2 in insane mode,
which hurts it a bit…but you should still put points here even in
insane, since it works on everyone else there. This move works very well
with Innate Melee Haste, as having more turns = more chances to stun =
more turns. It's a never ending cycle...
Conclusion: 12 points, end game weapons grant 2-3 points here.Battle Taunt (has to be activated)
Rohane taunts his enemies, forcing them to attack him. It has its
uses, but I never use it. It doesn't always work, and Rohane might be
killed using it. This skill's best use is when a teammate is close to
death, using this will (hopefully) make the enemies focus on Rohane,
giving you time to heal your teammate.

Some people like to use this with Combat focus on Terask II, but I don't recommend you do that.
Conclusion: 0...a lonely number, however the last three swords in the game all grant this ability.Innate Magic Resistance
IMR increases Rohane's chances to resist a spell, a very useful
ability. Spells include all damaging abilities in the game, also
increases Rohane s chance to resist slowing spells, and mesmerize. This
is best taken as Rohane's last skill in the game, since by then people
will begin to use spells a lot, however consider putting one point here
at level 12 (before fighting Zombom) since its very helpful in that
fight. I noticed though that if the spell is not resisted it usually
deals its full damage.
Conclusion: 11 points here, end game armor grants 2-4 to this skill.Innate Melee Haste
Increases Rohane's melee attack speed. More specifically, it makes
Rohane's "attack" command faster, therefore giving him more turns in a
fight. This is where you should start putting your points at the start
of the game, it is a amazing ability and the only one that really helps
Rohane in the first chapter.
However, this move does not increases Rohane's speed with potions or
his activatable abilities. This move gives diminishing returns, so after
putting in a few points you start getting less reduced time than
before.
Conclusion: put 11 points here and leave it at that, end game armor gives 3-4 here.